My new book
So my new book is out. You can get it on the Bloomsbury website: https://www.bloomsbury.com/in/videogames-in-the-indian-subcontinent-9789354356919/
Here's what it is about:
Description
Videogames in the Indian Subcontinent: Development, Culture(s) and Representations explores the gaming culture of one of the most culturally diverse and populous regions of the world-the Indian subcontinent. Building on the author's earlier work on videogame culture in India, this book addresses issues of how discussions of equality and diversity sit within videogame studies, particularly in connection with the subcontinent, thereby presenting pioneering research on the videogame cultures of the region.
Drawing on a series of player and developer interviews and surveys conducted over the last five years, including some recent ones, this book provides a sense of how games have become a part of the culture of the region despite its huge diversity and plurality and opens up avenues for further study through vignettes and snapshots of the diverse gaming culture. It addresses the rapid rise of videogames as an entertainment medium in South Asia and, as such, also tries to better understand the recent controversies connected to gaming in the region In the process, it aims to make a larger connection between the development of videogames and player culture, in the subcontinent and globally, thus opening up channels for collaboration between the industry and academic research, local and global.
Table of Contents
Section One: Development
1 Digital Technology and Videogames in the Indian Subcontinent: An Attempted History
2 The Videogame Industry in the Indian Subcontinent: The Current Scenario
Section Two: Cultures
3 Diverse Subcontinent, Ludic Cultures: The Non-Digital Game Cultures as Context
4 Digital Gaming Cultures in the Indian Subcontinent
Section Three: Representation
5 Representations of the Subcontinent in Videogames Global and Local
6 Absent Discourses in Game Cultures: The Case for Diversity
7 What Wakens the Sleeping Giant?
Bibliography
Appendix One: Timeline
Appendix Two: Survey
Glossary
Ludography
Game Studies India Adda to DiGRA India
Suniti Chattopadhyay, in his 1913 article ‘Hostel Life in Calcutta’, describes adda as 'a social activity or a space for a carefree talk with boon companions'. In Games Studies, because of the nature of the area, things are much more flexible and easygoing than in most other academic circles. Bringing Games Studies to India has always been my dream. Or at any rate, it has been for the past twenty years. What better mode of bringing Game Studies scholars in India together than an adda. A carefree chat about games without the fear of being shushed. And in a country that has one of the largest and most diverse gaming populations yet is not on the games research and development radar, it was necessary to get the conversation going. Especially when there are so many who have such fantastic ideas about games and gamers. In 2019, when I organised the GamesLit conference in Kolkata (arguably the first international Games Studies conference in India), the high quality of the papers from India impressed not just me but also my colleagues from abroad. It was Espen Aarseth who asked me why I was not setting up something whereby we could have a games research community in India. The thought remained with me and during the pandemic, I decided to take the plunge by roping in some talented young researchers who I thought would be able to carry on the discussion, giving it a local flavour (through the adda mode) while also participating in the international network.
Today, after ten months of our existence as Games Studies India, we have been recognised as a chapter of the Digital Games Research Association (DiGRA). We are now DiGRA India. It is a dream come true for me that after two decades, digital games studies now has a platform for debate and discussion in India. DiGRA India, in its earlier avatar, Games Studies India Adda, has featured talks by eminent scholars and industry experts from both India and abroad. These can be accessed on our YouTube channel, here. As DiGRA India starts functioning we hope that we can connect the research on India's gaming culture to the rest of the world.
Check out DiGRA India on our website: https://digraindia.com/
The Buddha Does Not Play Dice
Why wouldn’t he play them? Without going into theology I know nothing about (and without offending anyone), my understanding is that Buddha could not have been a sore loser, so it must have to do with the more formal properties of the games themselves. Neither rules ( board games sized 8 or 10), fiction (toy windmills), nor ilinx escape criticism.
So this I’d like to know: which games would he play, and why?
"Or he might say: "Whereas some honorable recluses and brahmins, while living on food offered by the faithful, indulge in the following games that are a basis for negligence:[1]aṭṭhapada (a game played on an eight-row chess-board); dasapada (a game played on a ten-row chess-board); ākāsa (a game of the same type played by imagining a board in the air); parihārapatha ("hopscotch," a diagram is drawn on the ground and one has to jump in the allowable spaces avoiding the lines); santika ("spellicans," assembling the pieces in a pile, removing and returning them without disturbing the pile); khalika (dice games); ghaṭika(hitting a short stick with a long stick); salākahattha (a game played by dipping the hand in paint or dye, striking the ground or a wall, and requiring the participants to show the figure of an elephant, a horse etc.); akkha (ball games); paṅgacīra (blowing through toy pipes made of leaves); vaṅkaka (ploughing with miniature ploughs); mokkhacika (turning somersaults); ciṅgulika (playing with paper windmills); pattāḷaka (playing with toy measures); rathaka (playing with toy chariots); dhanuka (playing with toy bows); akkharika(guessing at letters written in the air or on one's back); manesika (guessing others' thoughts); yathāvajja (games involving mimicry of deformities) — the recluse Gotama abstains from such games and recreations.'
It is, monks, for elementary, inferior matters of moral practice that the worldling would praise the Tathágata. And what are these elementary, inferior matters for which the worldling would praise him? [...] Whereas some ascetics and Brahmins … remain addicted to attending such shows as dancing, singing, music, displays, recitations, hand-music, cymbals and drums, fairy-shows, acrobatic and conjuring tricks, combats of elephants, buffaloes, bulls, goats, rams, cocks and quail, fighting with staves, boxing, wrestling, sham-fights, parades, maneuvers and military reviews, the ascetic Gotama refrains from attending such displays. Whereas some ascetics and Brahmins remain addicted to such games and idle pursuits as eight- or ten-row chess, chess in the air, hopscotch, spillikins, dicing, hitting sticks, 'hand-pictures', ball-games, blowing through toy pipes, playing with toy ploughs, turning somersaults, playing with toy windmills, measures, carriages, and bows, guessing letters, guessing thoughts, mimicking deformities, the ascetic Gotama refrains from such idle pursuits.
Whereas some ascetics and Brahmins remain addicted to high and wide beds and long chairs, couches adorned with animal figures, fleecy or variegated coverlets, coverlets with hair on both sides or one side, silk coverlets, embroidered with gems or without, elephant-, horse- or chariot-rugs, choice spreads of antelope-hide, couches with awnings, or with red cushions at both ends, the ascetic Gotama refrains from such high and wide beds. [...] There are, monks, other matters, profound, hard to see, hard to understand, peaceful, excellent, beyond mere thought, subtle, to be experienced by the wise, which the Tathágata, having realized them by his own super-knowledge, proclaims, and about which those who would truthfully praise the Tathágata would rightly speak. (My italics)
There are, monks, other matters, profound, hard to see, hard to understand, peaceful, excellent, beyond mere thought, subtle, to be experienced by the wise, which the Tathágata, having realized them by his own super-knowledge, proclaims, and about which those who would truthfully praise the Tathágata would rightly speak.
Times of India Article on Reviving Gyan Chaupar and Golok Dham
My friend, Subhayu Mazumder, of Times of India said he liked the idea. And off I went to do more research. The first fruits of this has appeared in an article in ToI and I have plans to do more with this. Here's an excerpt of the article:
Rediscovering Gaming at Khoj
Another Keynote Lecture: Videogames in India
I am getting into the habit of writing my conference reports rather late and as such, my memory plays tricks with me. The highlight of my stay was my meeting Quicksand, one of the most 'thinking'game developers I've met in India so far. These are the guys who made Meghdoot, which Murray describes thus:
Meghdoot: Using new technologies to tell age-old stories is a project that will be based around a prototype of a game Meghdoot that was developed in the first phase of the Unbox Fellowship. Meghdoot draws on features of Indian culture such as gestural movements from Indian dance in gameplay and is inspired by using narrative structures drawn from Indian mythology, making a conscious choice to move away from Anglo-Saxon linear sequences in the game's design and deploys an aesthetic that is inspired by Indian heritage artefacts but does not resort to usual tropes of the exotic or the oriental. Meghdoot will fall into the increasingly popular category of ‘serious art game’I left Quicksand after making them promise that they would visit Calcutta and that some of the bylanes in Chitpore would feature in their next game (about which, mum is the word). Time to get away from fun and games and back to work.
NASSCOM Games Development Conference 2013, Pune
Old Friends, Old Games: No One Lives Forever 2 in Kolkata
So Subhayu wanted me to write an article on gaming for The Times of India and I said I'd bite. Readers of Ludus Ex will know that I've been doing everything I can to push the importance of games research to the Indian academia, the videogame industry and the policymaking gods. The article itself needed a Kolkata focus so after saying the usual and making my case about the potential of gaming here, I remembered another old friend. A virtual one this time - Cate Archer from No One Lives Forever 2. NOLF seems to have disappeared even from the second-hand markets as Emil Hammar was telling me when we were in Bergen last month. NOLF is the only videogame I know with a direct Calcutta connection. So this is an excerpt from what I wrote:
Digital Humanities Consultation - IISc Bangalore
(Fig) My Presentation
Videogames in India: A Research Survey
Which videogame genre do you prefer playing most?
Please state your gender
What platform do you design your games for?
|






